209 research outputs found
Human perception-oriented segmentation for triangle meshes
A segmentação de malhas é um tópico importante de investigação em computação gráfica, em particular em modelação geométrica. Isto deve-se ao facto de as técnicas de segmentaçãodemalhasteremváriasaplicações,nomeadamentenaproduçãodefilmes, animaçãoporcomputador, realidadevirtual, compressãodemalhas, assimcomoemjogosdigitais. Emconcreto, asmalhastriangularessãoamplamenteusadasemaplicações interativas, visto que sua segmentação em partes significativas (também designada por segmentação significativa, segmentação perceptiva ou segmentação perceptualmente significativa ) é muitas vezes vista como uma forma de acelerar a interação com o utilizador ou a deteção de colisões entre esses objetos 3D definidos por uma malha, bem como animar uma ou mais partes significativas (por exemplo, a cabeça de uma personagem) de um dado objeto, independentemente das restantes partes.
Acontece que não se conhece nenhuma técnica capaz de segmentar correctamente malhas arbitrárias −ainda que restritas aos domÃnios de formas livres e não-livres− em partes significativas. Algumas técnicas são mais adequadas para objetos de forma não-livre (por exemplo, peças mecânicas definidas geometricamente por quádricas), enquanto outras são mais talhadas para o domÃnio dos objectos de forma livre. Só na literatura recente surgem umas poucas técnicas que se aplicam a todo o universo de objetos de forma livre e não-livre. Pior ainda é o facto de que a maioria das técnicas de segmentação não serem totalmente automáticas, no sentido de que quase todas elas exigem algum tipo de pré-requisitos e assistência do utilizador. Resumindo, estes três desafios relacionados com a proximidade perceptual, generalidade e automação estão no cerne do trabalho descrito nesta tese.
Para enfrentar estes desafios, esta tese introduz o primeiro algoritmo de segmentação baseada nos contornos ou fronteiras dos segmentos, cuja técnica se inspira nas técnicas de segmentação baseada em arestas, tão comuns em análise e processamento de imagem,porcontraposiçãoà stécnicasesegmentaçãobaseadaemregiões. Aideiaprincipal é a de encontrar em primeiro lugar a fronteira de cada região para, em seguida, identificar e agrupar todos os seus triângulos internos. As regiões da malha encontradas correspondem a saliências e reentrâncias, que não precisam de ser estritamente convexas, nem estritamente côncavas, respectivamente. Estas regiões, designadas regiões relaxadamenteconvexas(ousaliências)eregiõesrelaxadamentecôncavas(oureentrâncias), produzem segmentações que são menos sensÃveis ao ruÃdo e, ao mesmo tempo, são mais intuitivas do ponto de vista da perceção humana; por isso, é designada por segmentação orientada à perceção humana (ou, human perception- oriented (HPO), do inglês). Além disso, e ao contrário do atual estado-da-arte da segmentação de malhas, a existência destas regiões relaxadas torna o algoritmo capaz de segmentar de maneira bastante plausÃvel tanto objectos de forma não-livre como objectos de forma livre.
Nesta tese, enfrentou-se também um quarto desafio, que está relacionado com a fusão de segmentação e multi-resolução de malhas. Em boa verdade, já existe na literatura uma variedade grande de técnicas de segmentação, bem como um número significativo de técnicas de multi-resolução, para malhas triangulares. No entanto, não é assim tão comum encontrar estruturas de dados e algoritmos que façam a fusão ou a simbiose destes dois conceitos, multi-resolução e segmentação, num único esquema multi-resolução que sirva os propósitos das aplicações que lidam com malhas simples e segmentadas, sendo que neste contexto se entende que uma malha simples é uma malha com um único segmento. Sendo assim, nesta tese descreve-se um novo esquema (entenda-seestruturasdedadosealgoritmos)demulti-resoluçãoesegmentação,designado por extended Ghost Cell (xGC). Este esquema preserva a forma das malhas, tanto em termos globais como locais, ou seja, os segmentos da malha e as suas fronteiras, bem como os seus vincos e ápices são preservados, não importa o nÃvel de resolução que usamos durante a/o simplificação/refinamento da malha. Além disso, ao contrário de outros esquemas de segmentação, tornou-se possÃvel ter segmentos adjacentes com dois ou mais nÃveis de resolução de diferença. Isto é particularmente útil em animação por computador, compressão e transmissão de malhas, operações de modelação geométrica, visualização cientÃfica e computação gráfica.
Em suma, esta tese apresenta um esquema genérico, automático, e orientado à percepção humana, que torna possÃvel a simbiose dos conceitos de segmentação e multiresolução de malhas trianguladas que sejam representativas de objectos 3D.The mesh segmentation is an important topic in computer graphics, in particular in geometric computing. This is so because mesh segmentation techniques find many applications in movies, computer animation, virtual reality, mesh compression, and games. Infact, trianglemeshesarewidelyusedininteractiveapplications, sothattheir segmentation in meaningful parts (i.e., human-perceptually segmentation, perceptive segmentationormeaningfulsegmentation)isoftenseenasawayofspeedinguptheuser interaction, detecting collisions between these mesh-covered objects in a 3D scene, as well as animating one or more meaningful parts (e.g., the head of a humanoid) independently of the other parts of a given object.
It happens that there is no known technique capable of correctly segmenting any mesh into meaningful parts. Some techniques are more adequate for non-freeform objects (e.g., quadricmechanicalparts), whileothersperformbetterinthedomainoffreeform objects. Only recently, some techniques have been developed for the entire universe of objects and shapes. Even worse it is the fact that most segmentation techniques are not entirely automated in the sense that almost all techniques require some sort of pre-requisites and user assistance. Summing up, these three challenges related to perceptual proximity, generality and automation are at the core of the work described in this thesis.
In order to face these challenges, we have developed the first contour-based mesh segmentation algorithm that we may find in the literature, which is inspired in the edgebased segmentation techniques used in image analysis, as opposite to region-based segmentation techniques. Its leading idea is to firstly find the contour of each region, and then to identify and collect all of its inner triangles. The encountered mesh regions correspond to ups and downs, which do not need to be strictly convex nor strictly concave, respectively. These regions, called relaxedly convex regions (or saliences) and relaxedly concave regions (or recesses), produce segmentations that are less-sensitive to noise and, at the same time, are more intuitive from the human point of view; hence it is called human perception- oriented (HPO) segmentation. Besides, and unlike the current state-of-the-art in mesh segmentation, the existence of these relaxed regions makes the algorithm suited to both non-freeform and freeform objects.
In this thesis, we have also tackled a fourth challenge, which is related with the fusion of mesh segmentation and multi-resolution. Truly speaking, a plethora of segmentation techniques, as well as a number of multiresolution techniques, for triangle meshes already exist in the literature. However, it is not so common to find algorithms and data structures that fuse these two concepts, multiresolution and segmentation, into a symbiotic multi-resolution scheme for both plain and segmented meshes, in which a plainmeshisunderstoodasameshwithasinglesegment. So, weintroducesuchanovel multiresolution segmentation scheme, called extended Ghost Cell (xGC) scheme. This scheme preserves the shape of the meshes in both global and local terms, i.e., mesh segments and their boundaries, as well as creases and apices are preserved, no matter the level of resolution we use for simplification/refinement of the mesh. Moreover, unlike other segmentation schemes, it was made possible to have adjacent segments with two or more resolution levels of difference. This is particularly useful in computer animation, mesh compression and transmission, geometric computing, scientific visualization, and computer graphics.
In short, this thesis presents a fully automatic, general, and human perception-oriented scheme that symbiotically integrates the concepts of mesh segmentation and multiresolution
Concurrent multiscale modelling for heterogeneous materials with CutFEM
Computational modelling of heterogeneous materials with complex microstructures is challenging due to their multiscale nature. While direct numerical simulations lead to accurate results, it is not tractable for large-scale models. Therefore, in this thesis, two novel concurrent multiscale frameworks have been developed for tractable simulation of 2D/3D highly heterogeneous materials, including composites and trabecular bone materials. The difficulty of discretising such materials with complex microstructure is circumvented by using the cut finite element method (CutFEM). Then, two efficient zooming techniques are proposed for coupling micro and acroscale models. In our multiscale frameworks, the CutFEM technique is utilised to discretise the corresponding micro/macro interface besides the microstructure. In the first framework, the smooth transition concurrent multiscale method, the two models are blended in a transition region and discretised over a single fixed computational mesh. While in the second framework, the two models have different meshes and are coupled over a sharp interface using Nitsche’s method. In both frameworks, the CutFEM technology has been used for discretisation purposes that permits representing the microstructure and micro/macro interfaces in a mesh-independent fashion. This feature of CutFEM allows to (re)locate the zooming region(s) (the region(s) we require microscopic analysis) over a fixed background mesh arbitrarily, thus improving the robustness of multiscale modelling and analysis.
In chapter 3, the efficiency and robustness of the smoothed concurrent multiscale method is demonstrated for 2D and 3D linear elasticity problems. Then, in chapter 5, the performance of the second concurrent multiscale framework with a sharp interface is tested for 2D linear elasticity and plasticity materials. In chapter 4, the smoothed concurrent multiscale method developed in Chapter 3 is extended for brittle fracture problems, which are a prevalent example of multiscale phenomena. According to the literature, fracture initiation starts in microscopic length scales by an accumulation of micro cracks in a process zone that eventually leads to the creation of macro cracks. In this thesis, the phase field model has been adopted for the fracture problem, which considers the fracture in a diffusive way. Since phase field models suffer from demanding extremely refined meshes to represent cracks, an efficient numerical framework is essential to balance accuracy and computational costs. In chapter 4, we show that our smoothed concurrent multiscale framework is a suitable choice for such problems
An immersed discontinuous Galerkin method for compressible Navier-Stokes equations on unstructured meshes
We introduce an immersed high-order discontinuous Galerkin method for solving
the compressible Navier-Stokes equations on non-boundary-fitted meshes. The
flow equations are discretised with a mixed discontinuous Galerkin formulation
and are advanced in time with an explicit time marching scheme. The
discretisation meshes may contain simplicial (triangular or tetrahedral)
elements of different sizes and need not be structured. On the discretisation
mesh the fluid domain boundary is represented with an implicit signed distance
function. The cut-elements partially covered by the solid domain are integrated
after tessellation with the marching triangle or tetrahedra algorithms. Two
alternative techniques are introduced to overcome the excessive stable time
step restrictions imposed by cut-elements. In the first approach the cut-basis
functions are replaced with the extrapolated basis functions from the nearest
largest element. In the second approach the cut-basis functions are simply
scaled proportionally to the fraction of the cut-element covered by the solid.
To achieve high-order accuracy additional nodes are introduced on the element
faces abutting the solid boundary. Subsequently, the faces are curved by
projecting the introduced nodes to the boundary. The proposed approach is
verified and validated with several two- and three-dimensional subsonic and
hypersonic low Reynolds number flow applications, including the flow over a
cylinder, a space capsule and an aerospace vehicle
Ghost on the Shell: An Expressive Representation of General 3D Shapes
The creation of photorealistic virtual worlds requires the accurate modeling
of 3D surface geometry for a wide range of objects. For this, meshes are
appealing since they 1) enable fast physics-based rendering with realistic
material and lighting, 2) support physical simulation, and 3) are
memory-efficient for modern graphics pipelines. Recent work on reconstructing
and statistically modeling 3D shape, however, has critiqued meshes as being
topologically inflexible. To capture a wide range of object shapes, any 3D
representation must be able to model solid, watertight, shapes as well as thin,
open, surfaces. Recent work has focused on the former, and methods for
reconstructing open surfaces do not support fast reconstruction with material
and lighting or unconditional generative modelling. Inspired by the observation
that open surfaces can be seen as islands floating on watertight surfaces, we
parameterize open surfaces by defining a manifold signed distance field on
watertight templates. With this parameterization, we further develop a
grid-based and differentiable representation that parameterizes both watertight
and non-watertight meshes of arbitrary topology. Our new representation, called
Ghost-on-the-Shell (G-Shell), enables two important applications:
differentiable rasterization-based reconstruction from multiview images and
generative modelling of non-watertight meshes. We empirically demonstrate that
G-Shell achieves state-of-the-art performance on non-watertight mesh
reconstruction and generation tasks, while also performing effectively for
watertight meshes.Comment: Technical Report (26 pages, 16 figures, Project Page:
https://gshell3d.github.io/
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